28 Commits

Author SHA1 Message Date
Romain Guy
3b748a44c6 Pack preloaded framework assets in a texture atlas
When the Android runtime starts, the system preloads a series of assets
in the Zygote process. These assets are shared across all processes.
Unfortunately, each one of these assets is later uploaded in its own
OpenGL texture, once per process. This wastes memory and generates
unnecessary OpenGL state changes.

This CL introduces an asset server that provides an atlas to all processes.

Note: bitmaps used by skia shaders are *not* sampled from the atlas.
It's an uncommon use case and would require extra texture transforms
in the GL shaders.

WHAT IS THE ASSETS ATLAS

The "assets atlas" is a single, shareable graphic buffer that contains
all the system's preloaded bitmap drawables (this includes 9-patches.)
The atlas is made of two distinct objects: the graphic buffer that
contains the actual pixels and the map which indicates where each
preloaded bitmap can be found in the atlas (essentially a pair of
x and y coordinates.)

HOW IS THE ASSETS ATLAS GENERATED

Because we need to support a wide variety of devices and because it
is easy to change the list of preloaded drawables, the atlas is
generated at runtime, during the startup phase of the system process.

There are several steps that lead to the atlas generation:

1. If the device is booting for the first time, or if the device was
updated, we need to find the best atlas configuration. To do so,
the atlas service tries a number of width, height and algorithm
variations that allows us to pack as many assets as possible while
using as little memory as possible. Once a best configuration is found,
it gets written to disk in /data/system/framework_atlas

2. Given a best configuration (algorithm variant, dimensions and
number of bitmaps that can be packed in the atlas), the atlas service
packs all the preloaded bitmaps into a single graphic buffer object.

3. The packing is done using Skia in a temporary native bitmap. The
Skia bitmap is then copied into the graphic buffer using OpenGL ES
to benefit from texture swizzling.

HOW PROCESSES USE THE ATLAS

Whenever a process' hardware renderer initializes its EGL context,
it queries the atlas service for the graphic buffer and the map.

It is important to remember that both the context and the map will
be valid for the lifetime of the hardware renderer (if the system
process goes down, all apps get killed as well.)

Every time the hardware renderer needs to render a bitmap, it first
checks whether the bitmap can be found in the assets atlas. When
the bitmap is part of the atlas, texture coordinates are remapped
appropriately before rendering.

Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
2013-05-02 13:32:09 -07:00
Chris Craik
2af4635e4a Object-based DisplayList recording
bug:8037003

Changes the DisplayList from using stream read/write commands to use an array of
objects manually allocated on a linear buffer.

Depends on frameworks/native change https://googleplex-android-review.googlesource.com/#/c/257695/ which adds LinearAllocator

Also changes drawRects to use float count instead of rect count, to be more like drawLines/drawPoints

Change-Id: Ia2e4a11acd8f0a757042a05cbc9e7563cb73ee47
2013-01-22 13:47:03 -08:00
Romain Guy
5341cead27 Cleanup 9patch mesh matching code
Bug #7970966

The bug described in #7970966 should normally never happen but just in
case, change the detection code to be more robust.

Change-Id: I7040a6087590e34abe8803cb8f83f051d77f3944
2013-01-09 14:15:58 -08:00
Romain Guy
c37f349ecf Prevent possible divide by 0
Bug #7307304

Should never happen, but eh :))

Change-Id: Ic7a09fd5c7a3622e6b4963f9ee6920e232018e2e
2012-10-10 17:13:36 -07:00
Romain Guy
41d35aef06 Allow 9patches to shrink
Bug #7307304

Change-Id: I1fabf6df99c18c86ab1ec0e1e398a3d6d4098496
2012-10-10 16:06:04 -07:00
Romain Guy
70561df470 Prevent degenerate 9-patches from drawing out of bounds
Bug #7137292

Change-Id: I371e94899445d2f3c6794d5c0aee8faa514d3c2c
2012-09-10 17:40:18 -07:00
Romain Guy
4ff0cf4b83 Add new debug tool to track hardware layers updates
You can setprop debug.hwui.show_layers_updates true to flash
hw layers in green when they update. This is also a setting
in the Dev. section of the settings app.

Change-Id: Ibe1d63a4f81567dc1d590c9b088d2e7505df8abf
2012-08-06 14:51:10 -07:00
Romain Guy
f3a910b423 Optimize state changes
Change-Id: Iae59bc8dfd6427d0967472462cc1994987092827
2011-12-12 20:35:21 -08:00
Romain Guy
5e7c469c7a Make sure 9patches are not filtered when not necessary
Bug #5383406

Change-Id: I061c8069a4d9f4eaf45671283710b564639eeb32
2011-10-20 20:33:07 -07:00
Romain Guy
f504a2fa14 Correctly implement the CLEAR xfermode.
The previous implementation was using glBlendFunc with the parameters
GL_ZERO/GL_ZERO which doesn't work for text, paths and other alpha
sources (anti-aliasing.) The correct implementation is GL_ZERO/
GL_ONE_MINUS_SRC_ALPHA.

Change-Id: I4cca65e57b6a37bbf5a41d382cb0648ee8e11e79
2011-05-26 16:40:55 -07:00
Romain Guy
a3311ed7a9 Fix the fix for 9patches.
Change-Id: I66dca835d9d0e9766d887746c3265e4b13ae688b
2011-01-19 12:00:08 -08:00
Romain Guy
fdbec3e482 Fix 9patches in Launcher
Change-Id: Ieedf36ccaab253909b44ed8c222d523867f095be
2011-01-19 10:37:35 -08:00
Romain Guy
eb6a4a17a0 Fix 9patches, again...
Bug #3365243

Change-Id: Id45a1f1fd5e099b1d691e6064401d3de1b0c5c20
2011-01-18 14:02:16 -08:00
Romain Guy
7444da5126 Yet another fix for 9patch rendering.
Bug #3362133

Change-Id: Ia6521d31a8c208a2ad2506a23b6a01e5e442ad86
2011-01-17 10:53:44 -08:00
Romain Guy
fb13abd800 Fix 9patch rendering in ExpandableListView.
Change-Id: I60843d61a40b0cb7dd09923cb4489a5a76f20486
2011-01-16 15:16:38 -08:00
Romain Guy
8ab4079ca2 Fix 9patch rendering
Bug #3253396

Some quads were incorrectly assumed to be degenerate.

Change-Id: I9155699edc3424afe9d5a131886bb9966d46b109
2010-12-07 13:30:10 -08:00
Romain Guy
a5ef39a216 Don't render degenerate triangles in 9patches.
Bug #3251983

Change-Id: Ib0b38a7b8111542372f4c4c106b6321c26fe4ad4
2010-12-03 16:48:20 -08:00
Romain Guy
bd41a11078 Correctly index transparent quads when generating 9patch meshes.
Bug #3250026

Change-Id: Id7e051e9ed81f6b4e7748756503d8055ac7d531a
2010-12-02 17:16:26 -08:00
Romain Guy
6f72bebe92 Update 9patch structure when rendering with different divs/colors.
Bug #3221488

Change-Id: Ifc9e42a991d630feadc9e8032322f37504d09d6d
2010-11-30 12:06:39 -08:00
Romain Guy
5b3b35296e Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
2010-11-02 16:17:23 -07:00
Romain Guy
9bca4793a3 Small cleanup.
Removes unnecessary forward class declaration, make Caches::currentBuffer
private instead of public.

Change-Id: Idba6325c8c602d89239e667cb8ec87e7943f8e75
2010-10-25 18:42:25 -07:00
Romain Guy
2665b85b2b Small cleanup.
Change-Id: I0e5b9154a2d93af793d62f462d68cb7c6c3f6d75
2010-10-18 15:11:50 -07:00
Romain Guy
03750a067e Use VBOs to render most geometries.
Change-Id: I4360dc4fe5693ab425450c107282b2c22db4dca7
2010-10-18 14:49:19 -07:00
Romain Guy
4bb942083a Optimize 9patch rendering.
This change detects empty quads in 9patches and removes them from
the mesh to avoid unnecessary blending.

Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704
2010-10-12 15:59:26 -07:00
Romain Guy
31529ff791 Correctly free memory.
Change-Id: I08fcbfa7d27ae413e0a8e8ca6ea305c8530a72c1
2010-09-17 10:26:31 -07:00
Romain Guy
759ea80dca Add support for drawLines(), with anti-aliasing
Change-Id: I16c0593c5671490909dec13a85df601e1428a1a6
2010-09-16 20:49:46 -07:00
Romain Guy
6820ac8b14 Fix 9patch rendering.
Change-Id: Ic4c18ff483cca95fbabcb10843f7714efe488adb
2010-09-15 18:11:50 -07:00
Romain Guy
fb5e23c327 Refactoring to move vertex computing to the Patch class.
This change is mostly cleanup to keep less code in OpenGLRenderer.

Change-Id: I954375143b2943829457ab470423729b60b844f5
2010-07-09 13:52:56 -07:00